The Concerns About Video Games
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]
Sixty-two per cent of Canadian gamers are male:[1] and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren't interested in the violent "first person shooter" games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)
Throughout the elementary years, parents are the main gatekeepers for their children. As such, they need to be actively involved in their children’s video game playing – selecting the games, managing how much time children spend playing, and talking to them about the values in the games they like.
For most teens, playing video games is just another recreational activity they enjoy with friends. The concern is when video game playing becomes an addictive or isolating activity.
This lesson series contains discussion topics and extension activities for teachers to integrate the TVOKids Original series Wacky Media Songs. This lesson focuses on how media are made, how different media and genres tell stories and communicate meaning, and the affordances and defaults of different networked media.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
One of the barriers to youth pushing back against prejudice is not wanting to over-react, particularly if they feel their peers were just ‘joking around.’ Humour, however, can often be a cover for intentional bullying and prejudice. In this lesson, students analyze media representations of relational aggression, such as sarcasm and put-down humour, then consider the ways in which digital communication may make it harder to recognize irony or satire and easier to hurt someone’s feelings without knowing it. Students then consider how humour may be used to excuse prejudice and discuss ways of responding to it.